Author Topic: Ships  (Read 43209 times)

0 Members and 1 Guest are viewing this topic.

Offline SwordLord10

  • Professional Noob
  • Warrant Officer, Class 2
  • ****
  • Posts: 65
  • Thanked: 1 times
  • How many missiles? ALL THE MISSILES!
Re: Ships
« Reply #75 on: April 22, 2016, 07:05:00 AM »
The Warden class Escort Heavy Cruiser is a derivative of the larger Iron Knuckle-C class Flack Battle Cruiser and is a dedicated escort ship for fleet elements that operate near or intermittently in front-line battle fleets.  These elements include hospital frigates, marine boarding frigates, colliers, tankers, divisional troop transports, and other valuable support ships.  In some cases, the Warden might also escort convoys of freighters or colony ships. 

The primary armament of the Warden is its six fast-tracking Gauss turrets which are designed for sustained anti-missile defense, destroying up 48 missiles every 5 seconds to protect its convoy.  It has an array of 110 Active Defense Pods loaded with Meteor II anti-missiles for added defense for a single enemy missile wave. 

But because the Warden will often be the sole combat vessel in its fleet, it needs to be able to defend against other threats like longer ranged beam attacks, and it needs to be able to eliminate attackers.  For ranged offensive punch, the Warden can launch 140 Sparrow class ASMs at 70m KM (the same missile used by Y-Wing class Fighter-Bombers), and for close-in attacks, the cruiser has two banks of 8 Nova Missile launchers to be launched at 173,000 KM to bypass most anti-missile defenses and to deliver a massive punch of 64-strength warheads.  The Warden also has a single High Power Microwave cannon to blind enemy ships within 80,000 km as its only weapon that does not require ammo that can reach out farther than 30,000 KM.

The Warden Class has shield banks equal to a full 30,000 ton battle cruiser, good armor, a full ECM unit, a full sensor suite including an EM sensor, a 300m km area scanner,  a high quality anti-missile sensor, and two tiny backup sensors.  It has a maintenance life, deployment time, and fuel reserves that are in excess even of the requirement for modern battle cruiser fleets for long deployments, and it moves at fleet standard speed of 5,000km/s. 

Because the Warden class Escort Heavy Cruiser can be produced at shipyards already tooled for the larger Iron Knuckle-C class Flack Battle Cruiser, construction of the first 4 members of the class can begin immediately.
Interesting, I am interested in seeing the Iron Knuckles class if you don't mind.
Aurora II should only use jump gates and fleet jumpships
http://www.popsci.com/article/technology/will-wormhole-travel-ever-be-possible
 

Offline Starmantle

  • Lieutenant
  • *******
  • Posts: 154
  • Thanked: 8 times
Re: Ships
« Reply #76 on: April 22, 2016, 08:02:05 PM »
I'd be honored.

Below are plans for both the Iron Knuckle-B (a veteran design with 12 ships in service), and the newer Iron Knuckle-C with 1/7th less Gauss turrets and with the kinds of additions carried by the Warden design above.  Some of the Iron Knuckle-C's added capacity is made possible from the discovery of compressed fuel tanks. 


"With the Manticore-B refit largely underway, the Combine and Fleet Command both push for a refit of the Iron Knuckle class next.  Although Fleet Command prefers the stand-off defense of the Warlock class Area Defense Battle Cruiser to the close-in but sustained capabilities of the Iron Knuckle, new fuel efficiency research is on the horizon that will allow for a new generation of anti-missiles.  But it's not ready yet and it would be better to design the Warlocks new sensors with new missile specifications in mind.  The Combine actually prefers the Iron Knuckle and it's the escort of choice for troop transports.

"The upgrade itself focuses on a 300% increase to ECM effectiveness, a 60% increase to shield strength, and upgrades to all 3 active sensor arrays, the passive EM sensor, and the Nova Bomb's fire control.  It's a significant set of improvements, but the shipyard that produced the original Iron Knuckles can complete the refit without undergoing a lengthy overhaul itself.  Three refits start in Earth Orbit immediately with 5 more to eventually follow. "

Quote
Iron Knuckle-B class Flack Battlecruiser    30 000 tons     714 Crew     6043.5 BP      TCS 600  TH 3000  EM 1920
5000 km/s     Armour 8-86     Shields 64-300     Sensors 11/18/0/0     Damage Control Rating 36     PPV 240.84
Maint Life 4.24 Years     MSP 4532    AFR 200%    IFR 2.8%    1YR 404    5YR 6061    Max Repair 500 MSP
Intended Deployment Time: 48 months    Spare Berths 1   
Magazine 60   

1000 EP Internal Fusion Drive (3)    Power 1000    Fuel Use 20%    Signature 1000    Exp 10%
Fuel Capacity 2 075 000 Litres    Range 62.3 billion km   (144 days at full power)
Theta R300/384 Shields (16)   Total Fuel Cost  256 Litres per hour  (6 144 per day)

Twin Gauss Cannon R3-100 Turret (14x8)    Range 30 000km     TS: 25000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S02 40-25000 (2)    Max Range: 80 000 km   TS: 25000 km/s     88 75 62 50 38 25 12 0 0 0

Size 10 Box Launcher (6)    Missile Size 10    Hangar Reload 75 minutes    MF Reload 12.5 hours
Missile Fire Control FC18-R50 (1)     Range 18.3m km    Resolution 50
Nova Bomb Mk II (6)  Speed: 45 400 km/s   End: 0.2m    Range: 0.6m km   WH: 49    Size: 10    TH: 317/190/95

Active Search Sensor MR8-R100 (1)     GPS 480     Range 8.6m km    Resolution 100
Active Search Sensor MR302-R100 (1)     GPS 16800     Range 302.4m km    Resolution 100
Active Search Sensor MR34-R1 (1)     GPS 192     Range 34.6m km    MCR 3.8m km    Resolution 1
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
EM Detection Sensor EM1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

ECM 40

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes


ECM 40

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes





Quote
Iron Knuckle-C class Flack Battlecruiser    30 000 tons     644 Crew     6059.7 BP      TCS 600  TH 3000  EM 1920
5000 km/s     Armour 8-86     Shields 64-300     Sensors 1/36/0/0     Damage Control Rating 30     PPV 260.52
Maint Life 4.27 Years     MSP 3787    AFR 240%    IFR 3.3%    1YR 333    5YR 4997    Max Repair 500 MSP
Intended Deployment Time: 48 months    Spare Berths 2   
Magazine 412   

1000 EP Internal Fusion Drive (3)    Power 1000    Fuel Use 20%    Signature 1000    Exp 10%
Fuel Capacity 2 250 000 Litres    Range 67.5 billion km   (156 days at full power)
Theta R300/384 Shields (16)   Total Fuel Cost  256 Litres per hour  (6 144 per day)

Twin Gauss Cannon R3-100 Turret (12x8)    Range 30 000km     TS: 25000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S02 40-25000 (2)    Max Range: 80 000 km   TS: 25000 km/s     88 75 62 50 38 25 12 0 0 0

Active Defense Pod (252)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Size 10 Box Launcher (16)    Missile Size 10    Hangar Reload 75 minutes    MF Reload 12.5 hours
Missile Fire Control FC77-R100 (2)     Range 77.8m km    Resolution 100
Missile Fire Control FC25-R1 (2)     Range 25.9m km    Resolution 1
Missile Fire Control FC18-R50 (2)     Range 18.3m km    Resolution 50
Meteor Mk II (110)  Speed: 60 000 km/s   End: 0.4m    Range: 1.3m km   WH: 1    Size: 1    TH: 840/504/252
Sparrow Mk 1 (142)  Speed: 30 700 km/s   End: 38.1m    Range: 70.2m km   WH: 4    Size: 1    TH: 286/172/86
Nova Bomb Mk III (16)  Speed: 34 600 km/s   End: 1.6m    Range: 3.4m km   WH: 64    Size: 10    TH: 323/193/96

Active Search Sensor MR34-R1 (1)     GPS 192     Range 34.6m km    MCR 3.8m km    Resolution 1
Active Search Sensor MR302-R100 (1)     GPS 16800     Range 302.4m km    Resolution 100
Active Search Sensor MR6-R50 (1)     GPS 240     Range 6.1m km    Resolution 50
Active Search Sensor MR8-R100 (1)     GPS 480     Range 8.6m km    Resolution 100
EM Detection Sensor EM2-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km

ECM 40

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

 

Offline formicae

  • Leading Rate
  • *
  • f
  • Posts: 12
Re: Ships
« Reply #77 on: May 14, 2016, 11:51:22 AM »
My starting ships from today's 100M-population start: 3 cargo ships, 1 colony ship, and 1 geosurvey ship. No military ships yet, since my empire has no idea that there's someone out there.

I took a liking to small freighters a while back; I forget why, but finding that adding a jump tender to a fleet of them was cheaper than with large ships was a nice surprise.

Code: [Select]
Empire FT class Cargo Ship    8 300 tons     52 Crew     145.5 BP      TCS 166  TH 160  EM 0
963 km/s     Armour 1-36     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 11    Max Repair 32 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Cargo 5000    Cargo Handling Multiplier 10   

160 EP Commercial Nuclear Pulse Engine (1)    Power 160    Fuel Use 4.55%    Signature 160    Exp 4%
Fuel Capacity 50 000 Litres    Range 23.8 billion km   (286 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
Code: [Select]
Empire CS class Colony Ship    8 350 tons     70 Crew     339.5 BP      TCS 167  TH 160  EM 0
958 km/s     Armour 1-36     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 25    Max Repair 32 MSP
Intended Deployment Time: 3 months    Spare Berths 2   
Cryogenic Berths 20000    Cargo Handling Multiplier 10   

160 EP Commercial Nuclear Pulse Engine (1)    Power 160    Fuel Use 4.55%    Signature 160    Exp 4%
Fuel Capacity 50 000 Litres    Range 23.7 billion km   (286 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
Code: [Select]
Hyperion class Geosurvey Ship    2 250 tons     32 Crew     200.2 BP      TCS 45  TH 96  EM 0
2133 km/s     Armour 1-15     Shields 0-0     Sensors 1/1/0/1     Damage Control Rating 1     PPV 0
MSP 56    Max Repair 100 MSP
Intended Deployment Time: 60 months    Spare Berths 1   

96 EP Commercial Nuclear Pulse Engine (1)    Power 96    Fuel Use 6.38%    Signature 96    Exp 4%
Fuel Capacity 100 000 Litres    Range 125.4 billion km   (680 days at full power)

Geological Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes
 

Iranon

  • Guest
Re: Ships
« Reply #78 on: May 23, 2016, 03:38:05 AM »
One of my favourite ship types is fast, thin-skinned cruisers armed with 15cm lasers (useful at any range, good area defence) and 10cm railguns (competitive with Gauss turrets as point defence, more powerful in a brawl if it comes to that, less overhead for fire controls).
My current game went on to a higher tech level than I'm usually familiar with, capacitor-10 allows me to power more advanced weapons every round, so I'm planning to build a few of these:

Code: [Select]
Leviathan class Battlecruiser    32 000 tons     911 Crew     12880 BP      TCS 640  TH 11200  EM 3240
17500 km/s     Armour 2-89     Shields 108-360     Sensors 1/1/0/0     Damage Control Rating 14     PPV 166
Maint Life 1.11 Years     MSP 3522    AFR 585%    IFR 8.1%    1YR 2864    5YR 42954    Max Repair 1136 MSP
Intended Deployment Time: 12.5 months    Spare Berths 0   

Legionarius 50x80 Solid Core AM Drive (7)    Power 1600    Fuel Use 7.16%    Signature 1600    Exp 8%
Fuel Capacity 700 000 Litres    Range 55.0 billion km   (36 days at full power)
Omicron R360/360 Shields (18)   Total Fuel Cost  270 Litres per hour  (6 480 per day)

Quad 20cm xX-ray Laser Mount (1x4)    Range 600 000km     TS: 17500 km/s     Power 40-40     RM 9    ROF 5        10 10 10 10 10 10 10 10 10 9
Quad 15cm xX-ray Laser Mount (4x4)    Range 540 000km     TS: 17500 km/s     Power 24-24     RM 9    ROF 5        6 6 6 6 6 6 6 6 6 5
Dies Irae 15cm Railgun V8/C10 (4x4)    Range 240 000km     TS: 17500 km/s     Power 9-10     RM 8    ROF 5        3 3 3 3 3 3 3 3 2 2
Dies Irae 10cm Railgun V8/C3 (18x4)    Range 80 000km     TS: 17500 km/s     Power 3-3     RM 8    ROF 5        1 1 1 1 1 1 1 1 0 0
Sagittarius Fire Control S00.9 75-17500 (3)    Max Range: 150 000 km   TS: 17500 km/s     93 87 80 73 67 60 53 47 40 33
Sagittarius Fire Control S03.5 300-17500 (1)    Max Range: 600 000 km   TS: 17500 km/s     98 97 95 93 92 90 88 87 85 83
Vi Solid-core AM Reactor 0.5-10 (1)     Total Power Output 10    Armour 0    Exp 20%
Vi Solid-core AM Reactor 1-20 (11)     Total Power Output 220    Armour 0    Exp 20%

Auspex 1R1-11.5m Active Search Sensor (1)     GPS 36     Range 11.5m km    MCR 1.3m km    Resolution 1

ECCM-3 (1)         ECM 30

This design is classed as a Military Vessel for maintenance purposes

and a command variant with a flag bridge and extensive sensor suite, at the expense of firepower:

Code: [Select]
Leviathan - C class Battlecruiser    32 000 tons     884 Crew     13052 BP      TCS 640  TH 11200  EM 3240
17500 km/s     Armour 2-89     Shields 108-360     Sensors 90/160/0/0     Damage Control Rating 15     PPV 106
Maint Life 1.1 Years     MSP 3824    AFR 546%    IFR 7.6%    1YR 3191    5YR 47863    Max Repair 1800 MSP
Intended Deployment Time: 12.65 months    Spare Berths 0   
Flag Bridge   

Legionarius 50x80 Solid Core AM Drive (7)    Power 1600    Fuel Use 7.16%    Signature 1600    Exp 8%
Fuel Capacity 700 000 Litres    Range 55.0 billion km   (36 days at full power)
Omicron R360/360 Shields (18)   Total Fuel Cost  270 Litres per hour  (6 480 per day)

Quad 15cm xX-ray Laser Mount (1x4)    Range 540 000km     TS: 17500 km/s     Power 24-24     RM 9    ROF 5        6 6 6 6 6 6 6 6 6 5
Quad 20cm xX-ray Laser Mount (1x4)    Range 600 000km     TS: 17500 km/s     Power 40-40     RM 9    ROF 5        10 10 10 10 10 10 10 10 10 9
Dies Irae 10cm Railgun V8/C3 (12x4)    Range 80 000km     TS: 17500 km/s     Power 3-3     RM 8    ROF 5        1 1 1 1 1 1 1 1 0 0
Dies Irae 15cm Railgun V8/C10 (5x4)    Range 240 000km     TS: 17500 km/s     Power 9-10     RM 8    ROF 5        3 3 3 3 3 3 3 3 2 2
Sagittarius Fire Control S03.5 300-17500 (1)    Max Range: 600 000 km   TS: 17500 km/s     98 97 95 93 92 90 88 87 85 83
Sagittarius Fire Control S00.9 75-17500 (2)    Max Range: 150 000 km   TS: 17500 km/s     93 87 80 73 67 60 53 47 40 33
Vi Solid-core AM Reactor 1-20 (7)     Total Power Output 140    Armour 0    Exp 20%
Vi Solid-core AM Reactor 0.5-10 (1)     Total Power Output 10    Armour 0    Exp 20%

Augur 50R80-5.2b Active Search Sensor (1)     GPS 144000     Range 5 151.9m km    Resolution 80
Auspex 1R1-11.5m Active Search Sensor (1)     GPS 36     Range 11.5m km    MCR 1.3m km    Resolution 1
Auspex Thermal Sensor TH5-90 (1)     Sensitivity 90     Detect Sig Strength 1000:  90m km
Auspex EM Detection Sensor EM5-160 (1)     Sensitivity 160     Detect Sig Strength 1000:  160m km

ECCM-3 (1)         ECM 30

This design is classed as a Military Vessel for maintenance purposes

I'm a bit disappointed how little the new weapons seem to add, two dozen of each older gun type would have been just as good.
Maybe it'll seem worth it when I reach capacitor-12, to power 20 and 30cm railguns, the latter finally replacing the 15cm lasers.  But again it seems like all I get is an incremental upgrade for considerable research investment and a hefty build cost increase.
 

Offline ty55101

  • Warrant Officer, Class 2
  • ****
  • t
  • Posts: 66
  • Thanked: 5 times
Re: Ships
« Reply #79 on: June 17, 2016, 11:34:53 PM »
I was looking through the forums and saw that I never did reply to this. So, I guess now is a good a time as any.

First off we have my massive carrier that was originally designed to tractor beam a hugely fast ship that wasted fuel so bad, but I didn't know how tractor beams worked at that point so now it is just a carrier to miniature dropships designed to stall enemy ships in their combat along with a lifeboat should I need to abandon it.

Code: [Select]
Warcarriage - Mk2  class Carrier    51 000 tons     1263 Crew     8327.3 BP      TCS 1020  TH 2400  EM 0
2352 km/s    JR 4-50     Armour 7-122     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 94     PPV 30
Maint Life 3 Years     MSP 10572    AFR 247%    IFR 3.4%    1YR 1759    5YR 26381    Max Repair 3071 MSP
Intended Deployment Time: 30 months    Flight Crew Berths 32   
Hangar Deck Capacity 4000 tons     Troop Capacity: 1 Battalion    Magazine 345    Cryogenic Berths 200    Tractor Beam     

J51000(4-50) Military Jump Drive     Max Ship Size 51000 tons    Distance 50k km     Squadron Size 4
400 EP Commercial Magneto-plasma Drive (6)    Power 400    Fuel Use 4.42%    Signature 400    Exp 5%
Fuel Capacity 1 000 000 Litres    Range 79.8 billion km   (392 days at full power)

CIWS-120 (2x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Size 5 Missile Launcher (6)    Missile Size 5    Rate of Fire 50
Missile Fire Control FC37-R100 (1)     Range 37.8m km    Resolution 100
Size 4.96 Anti-ship Missile (59)  Speed: 3 000 km/s   End: 858.9m    Range: 154.6m km   WH: 9    Size: 4.96    TH: 29/17/8
Size 5 Anti-ship Missile (10)  Speed: 2 900 km/s   End: 858.9m    Range: 149.5m km   WH: 4    Size: 5    TH: 9/5/2

Active Search Sensor MR771-R150 (1)     GPS 157500     Range 771.6m km    Resolution 150

Strike Group
1x W-lifeboat - Mk2 Lifeboat   Speed: 4824 km/s    Size: 9.95
9x W-boarding ship - Mk2 Fighter Transport   Speed: 12648 km/s    Size: 7.59

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

Here are the fighters if you want them:

Off-Topic: show
W-boarding ship - Mk2 class Fighter Transport    380 tons     2 Crew     82.3 BP      TCS 7.59  TH 96  EM 0
12648 km/s     Armour 3-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 12.55 Years     MSP 34    AFR 4%    IFR 0.1%    1YR 0    5YR 6    Max Repair 15 MSP
Intended Deployment Time: 0.01 months    Spare Berths 7   
Drop Capacity: 1 Company   

24 EP Magneto-plasma Drive (4)    Power 24    Fuel Use 136.41%    Signature 24    Exp 15%
Fuel Capacity 5 000 Litres    Range 1.7 billion km   (38 hours at full power)

This design is classed as a Fighter for production, combat and maintenance purposes


Off-Topic: show
W-lifeboat - Mk2 class Lifeboat    498 tons     4 Crew     94.5 BP      TCS 9.95  TH 48  EM 0
4824 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 8.68 Years     MSP 30    AFR 7%    IFR 0.1%    1YR 1    5YR 11    Max Repair 12 MSP
Intended Deployment Time: 3 months    Spare Berths 72   
Cryogenic Berths 400   

24 EP Magneto-plasma Drive (2)    Power 24    Fuel Use 136.41%    Signature 24    Exp 15%
Fuel Capacity 150 000 Litres    Range 39.8 billion km   (95 days at full power)

This design is classed as a Fighter for production, combat and maintenance purposes


Next up is my supply/command ship. The reason I made it my command ship is because it doesn't really have another reason to target it, and I think the AI use a priority system when targeting contacts spotted at the same time.

Code: [Select]
Crossbow - Mk2 class Command Ship    19 900 tons     199 Crew     2031 BP      TCS 398  TH 1200  EM 0
3015 km/s     Armour 6-65     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 10     PPV 0
Maint Life 8.87 Years     MSP 11638    AFR 316%    IFR 4.4%    1YR 265    5YR 3982    Max Repair 150 MSP
Intended Deployment Time: 100 months    Spare Berths 0   
Flag Bridge    Magazine 630    Cryogenic Berths 1000   

400 EP Commercial Magneto-plasma Drive (3)    Power 400    Fuel Use 4.42%    Signature 400    Exp 5%
Fuel Capacity 4 000 000 Litres    Range 818.6 billion km   (3142 days at full power)

Size 5 Anti-ship Missile (20)  Speed: 2 900 km/s   End: 858.9m    Range: 149.5m km   WH: 4    Size: 5    TH: 9/5/2
Size 4.96 Anti-ship Missile (110)  Speed: 3 000 km/s   End: 858.9m    Range: 154.6m km   WH: 9    Size: 4.96    TH: 29/17/8

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

The dumbest part of my fleet is the destroyers, basically ships I use to act as overpriced bait and if they reach the enemy in time tear them to shreds.

Code: [Select]
Ranseur class Destroyer    6 100 tons     159 Crew     1011.6 BP      TCS 122  TH 800  EM 0
6557 km/s     Armour 7-29     Shields 0-0     Sensors 1/30/0/0     Damage Control Rating 6     PPV 24
Maint Life 4.35 Years     MSP 622    AFR 49%    IFR 0.7%    1YR 53    5YR 795    Max Repair 200 MSP
Intended Deployment Time: 24 months    Spare Berths 0   

400 EP Magneto-plasma Drive (2)    Power 400    Fuel Use 37.5%    Signature 400    Exp 10%
Fuel Capacity 250 000 Litres    Range 19.7 billion km   (34 days at full power)

Gauss Cannon R2-50 (8x2)    Range 20 000km     TS: 6557 km/s     Accuracy Modifier 50%     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
Fire Control S04 96-6000 (1)    Max Range: 192 000 km   TS: 6000 km/s     95 90 84 79 74 69 64 58 53 48

EM Detection Sensor EM5-30 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
This design is classed as a Military Vessel for maintenance purposes

This is a giant scout ship designed to basically go in see everything take damage and get out. That is why it has so many CIWS.

Code: [Select]
Crusade - Mk2 class Cruiser    33 100 tons     614 Crew     3453.8 BP      TCS 662  TH 2000  EM 0
3021 km/s    JR 3-50     Armour 6-91     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 29     PPV 0
Maint Life 6.17 Years     MSP 9891    AFR 302%    IFR 4.2%    1YR 445    5YR 6676    Max Repair 712 MSP
Intended Deployment Time: 36 months    Spare Berths 0   
Cryo Drop Capacity: 1 Company    Cryogenic Berths 400   

J33200(3-50) Military Jump Drive     Max Ship Size 33200 tons    Distance 50k km     Squadron Size 3
400 EP Commercial Magneto-plasma Drive (5)    Power 400    Fuel Use 4.42%    Signature 400    Exp 5%
Fuel Capacity 1 500 000 Litres    Range 184.5 billion km   (707 days at full power)

CIWS-120 (15x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Active Search Sensor MR126-R100 (1)     GPS 21000     Range 126.0m km    Resolution 100

This design is classed as a Military Vessel for maintenance purposes
More guns = more funs
 

Offline ChildServices

  • Hegemon
  • Sub-Lieutenant
  • ******
  • Posts: 140
  • Thanked: 10 times
Re: Ships
« Reply #80 on: June 18, 2016, 01:11:37 AM »
My fleet's meant to be based on Freespace, so all of my capital ships are meant to be long-deployment fighting machines, which are used in small numbers, that're used to intimidate the enemy more than actually kill them. Most of my actual fighting work should be done by FACs (which I'm using to represent FS's bombers) and fighters.

I'm stopping myself from using certain technologies (such as shields and particle beams) and building certain ships that fill certain roles until I either encounter those technologies or find myself in a war and "HQ" decides that we need something for that role.

Capital Ships:
Code: [Select]
Orion class Destroyer Leader    100,000 tons     2238 Crew     24080.2 BP      TCS 2000  TH 4000  EM 0
4000 km/s    JR 5-100     Armour 19-191     Shields 0-0     Sensors 240/240/0/0     Damage Control Rating 150     PPV 20
Maint Life 4.16 Years     MSP 22577    AFR 533%    IFR 7.4%    1YR 2088    5YR 31322    Max Repair 1013 MSP
Intended Deployment Time: 36 months    Flight Crew Berths 227   
Flag Bridge    Hangar Deck Capacity 32000 tons     Troop Capacity: 1 Battalion    Magazine 2500    Cargo Handling Multiplier 40   

GTD Atlas J100000(5-100) Military Jump Drive     Max Ship Size 100000 tons    Distance 100k km     Squadron Size 5
Vishnevsky Space & Security 1000 EP Magneto-plasma Drive (8)    Power 1000    Fuel Use 17.47%    Signature 500    Exp 12%
Fuel Capacity 5,000,000 Litres    Range 51.5 billion km   (149 days at full power)

Kurz & Wecker Size 1 Missile Launcher (50% Reduction) (40)    Missile Size 1    Rate of Fire 20
AMM Missile Fire Control FC129-R1 (50%) (8)     Range 129.6m km    Resolution 1
Sandpaper Mk3 (600)  Speed: 72,000 km/s   End: 3.2m    Range: 14m km   WH: 1    Size: 1    TH: 792/475/237
Stiletto Mk2 (237)  Speed: 54,000 km/s   End: 9.3m    Range: 30m km   WH: 25    Size: 8    TH: 630/378/189

Orion Small Active Search Sensor MR643-R20 (50%) (1)     GPS 12000     Range 644.0m km    Resolution 20
Orion Large Active Search Sensor MR1440-R100 (50%) (1)     GPS 60000     Range 1,440.0m km    Resolution 100
AMM Active Search Sensor MR144-R1 (50%) (1)     GPS 600     Range 144.0m km    MCR 15.7m km    Resolution 1
Bazargan  Electronics Thermal Sensor TH10-240 (50%) (1)     Sensitivity 240     Detect Sig Strength 1000:  240m km
Bazargan  Electronics EM Detection Sensor EM10-240 (50%) (1)     Sensitivity 240     Detect Sig Strength 1000:  240m km

Strike Group
16x Angel Fighter-Scout   Speed: 19200 km/s    Size: 10

Code: [Select]
Fenris class Escort Cruiser    25,000 tons     669 Crew     9798.6 BP      TCS 500  TH 1500  EM 0
6000 km/s    JR 5-100     Armour 10-76     Shields 0-0     Sensors 120/120/0/0     Damage Control Rating 28     PPV 100
Maint Life 4.08 Years     MSP 6859    AFR 178%    IFR 2.5%    1YR 659    5YR 9878    Max Repair 900 MSP
Intended Deployment Time: 36 months    Spare Berths 0   
Magazine 760   

GTC Atlas J25000(5-100) Military Jump Drive     Max Ship Size 25000 tons    Distance 100k km     Squadron Size 5
Vishnevsky Space & Security 1000 EP Magneto-plasma Drive (3)    Power 1000    Fuel Use 17.47%    Signature 500    Exp 12%
Fuel Capacity 1,875,000 Litres    Range 77.3 billion km   (149 days at full power)

Kurz & Wecker Size 6 Missile Launcher (50% Reduction) (20)    Missile Size 6    Rate of Fire 115
Kurz & Wecker Size 1 Missile Launcher (50% Reduction) (80)    Missile Size 1    Rate of Fire 20
Phase I Missile Fire Control FC129-R100 (50%) (4)     Range 129.6m km    Resolution 100
Phase II Missile Fire Control FC86-R100 (50%) (4)     Range 86.4m km    Resolution 100
AMM Missile Fire Control FC129-R1 (50%) (8)     Range 129.6m km    Resolution 1
Sandpaper Mk3 (280)  Speed: 72,000 km/s   End: 3.2m    Range: 14m km   WH: 1    Size: 1    TH: 792/475/237
Interceptor 269B (20)  Speed: 72,000 km/s   End: 13.9m    Range: 60m km   WH: 4    Size: 6    TH: 864/518/259
Sunfire B (20)  Speed: 72,000 km/s   End: 10.4m    Range: 45m km   WH: 9    Size: 6    TH: 624/374/187
Phoenix II (40)  Speed: 72,000 km/s   End: 6.9m    Range: 30m km   WH: 16    Size: 6    TH: 288/172/86

AMM Active Search Sensor MR144-R1 (50%) (1)     GPS 600     Range 144.0m km    MCR 15.7m km    Resolution 1
Fenris Small Active Search Sensor MR321-R20 (50%) (1)     GPS 6000     Range 322.0m km    Resolution 20
Fenris Large Active Search Sensor MR720-R100 (50%) (1)     GPS 30000     Range 720.0m km    Resolution 100
Bazargan  Electronics Thermal Sensor TH5-120 (50%) (1)     Sensitivity 120     Detect Sig Strength 1000:  120m km
Bazargan  Electronics EM Detection Sensor EM5-120 (50%) (1)     Sensitivity 120     Detect Sig Strength 1000:  120m km

The Daedalus isn't a canon vessel but I needed it in the ultra early game when I couldn't build an Orion. Having small carriers (since I can't afford dozens of Orions, atm I've only built one of them) that could carry a bomber wing around wasn't too bad of an idea so I decided to carry them into the second generation to watch over my survey groups.
Code: [Select]
Daedalus II class Scout Carrier    25,000 tons     621 Crew     7331.9 BP      TCS 500  TH 1500  EM 0
6000 km/s    JR 5-100     Armour 8-76     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 40     PPV 20
Maint Life 4.15 Years     MSP 7332    AFR 125%    IFR 1.7%    1YR 681    5YR 10220    Max Repair 900 MSP
Intended Deployment Time: 36 months    Flight Crew Berths 31   
Hangar Deck Capacity 4000 tons     Magazine 944   

GTC Atlas J25000(5-100) Military Jump Drive     Max Ship Size 25000 tons    Distance 100k km     Squadron Size 5
Vishnevsky Space & Security 1000 EP Magneto-plasma Drive (3)    Power 1000    Fuel Use 17.47%    Signature 500    Exp 12%
Fuel Capacity 1,875,000 Litres    Range 77.3 billion km   (149 days at full power)

Kurz & Wecker Size 1 Missile Launcher (50% Reduction) (40)    Missile Size 1    Rate of Fire 20
AMM Missile Fire Control FC129-R1 (50%) (4)     Range 129.6m km    Resolution 1
Sandpaper Mk3 (320)  Speed: 72,000 km/s   End: 3.2m    Range: 14m km   WH: 1    Size: 1    TH: 792/475/237
Stiletto Mk2 (78)  Speed: 54,000 km/s   End: 9.3m    Range: 30m km   WH: 25    Size: 8    TH: 630/378/189

AMM Active Search Sensor MR144-R1 (50%) (1)     GPS 600     Range 144.0m km    MCR 15.7m km    Resolution 1
Fenris Large Active Search Sensor MR720-R100 (50%) (1)     GPS 30000     Range 720.0m km    Resolution 100

Fighters and Bombers:
The only fighter I have is the "Angel" scout fighter, which I don't think is very good. Maybe I can use it for shooting missiles down? Who knows.
Code: [Select]
Angel class Fighter-Scout    500 tons     5 Crew     432 BP      TCS 10  TH 46.08  EM 0
19200 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Maint Life 0 Years     MSP 0    AFR 100%    IFR 1.4%    1YR 73    5YR 1100    Max Repair 192 MSP
Intended Deployment Time: 0.1 months    Spare Berths 5   

Angel 192 EP Magneto-plasma Drive (1)    Power 192    Fuel Use 299.3%    Signature 46.08    Exp 30%
Fuel Capacity 15,000 Litres    Range 1.8 billion km   (26 hours at full power)

ML-01X 10cm C1.5 Soft X-ray Laser (2)    Range 180,000km     TS: 19200 km/s     Power 3-1.5     RM 6    ROF 10        3 3 3 3 3 3 2 2 2 1
ML-01X Fire Control S00.7 150-5000 (FTR) (1)    Max Range: 300,000 km   TS: 20000 km/s     97 93 90 87 83 80 77 73 70 67
ML-01X Stellarator Fusion Reactor Technology PB-1 (1)     Total Power Output 3    Armour 0    Exp 5%

ML-01X AMM Active Search Sensor MR1-R1 (1)     GPS 6     Range 1.4m km    MCR 157k km    Resolution 1
ML-01X Active Search Sensor MR4-R10 (50%) (1)     GPS 60     Range 4.6m km    Resolution 10

Code: [Select]
Achilles II class Bomber    1,000 tons     3 Crew     396.4 BP      TCS 20  TH 69.12  EM 0
14400 km/s     Armour 4-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 12
Maint Life 0 Years     MSP 0    AFR 200%    IFR 2.8%    1YR 123    5YR 1842    Max Repair 288 MSP
Intended Deployment Time: 0.05 months    Spare Berths 2   
Magazine 80   

Vishnevsky Space & Security 288 EP Magneto-plasma Drive (1)    Power 288    Fuel Use 293.06%    Signature 69.12    Exp 30%
Fuel Capacity 20,000 Litres    Range 1.2 billion km   (23 hours at full power)

Kurz & Wecker Size 8 Box Launcher (10)    Missile Size 8    Hangar Reload 60 minutes    MF Reload 10 hours
Stiletto Missile Fire Control FC86-R100 (50%) (1)     Range 86.4m km    Resolution 100
Stiletto Mk2 (10)  Speed: 54,000 km/s   End: 9.3m    Range: 30m km   WH: 25    Size: 8    TH: 630/378/189
The Achilles also comes in a squad leader version, which has one less missile tube but carries this active sensor:
Code: [Select]
Stiletto Active Search Sensor MR86-R100 (50%) (1)     GPS 3600     Range 86.4m km    Resolution 100
The Hector was what I'd built at the start of the game to make Mars and Luna shut the frakk up about not having enough protection. Its current role in the Second Generation Battlefleet is kind of ambiguous, I plan on using it to augment the Orion's defensive and anti-fighter capabilities, specifically the Orion since the Orion is the only ship that actually carries them. I'll probably phase them out when my fighters are better. Since the role of it is basically to protect its mothership, it doesn't need to go very far or be particularly fast.
Code: [Select]
Hector III class Gunboat    1,000 tons     7 Crew     689 BP      TCS 20  TH 34.56  EM 0
7200 km/s     Armour 4-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 9
Maint Life 0 Years     MSP 0    AFR 200%    IFR 2.8%    1YR 123    5YR 1845    Max Repair 270 MSP
Intended Deployment Time: 0.05 months    Spare Berths 6   
Magazine 54   

Vishnevsky Space & Security 144 EP Magneto-plasma Drive (1)    Power 144    Fuel Use 302.42%    Signature 34.56    Exp 30%
Fuel Capacity 10,000 Litres    Range 0.6 billion km   (22 hours at full power)

Kurz & Wecker Size 1 Missile Launcher (50% Reduction) (18)    Missile Size 1    Rate of Fire 20
AMM Missile Fire Control FC129-R1 (50%) (1)     Range 129.6m km    Resolution 1
Sandpaper Mk3 (54)  Speed: 72,000 km/s   End: 3.2m    Range: 14m km   WH: 1    Size: 1    TH: 792/475/237

Hector Active Search Sensor MR20-R1 (50%) (1)     GPS 84     Range 20.2m km    MCR 2.2m km    Resolution 1

20 seconds is probably too long a reload for AMM-tubes, but I wanted to fit as many of the damn things as I could onboard.
« Last Edit: June 18, 2016, 01:15:12 AM by ChildServices »
Aurora4x Discord: https://discordapp.com/invite/Q5ryqdW

Cold as steel the darkness waits, its hour will come
A cry of fear from our children, worshipping the Sun
Mother Nature's black revenge, on those who waste her life
War babies in the Garden Of Eden, she'll turn our ashes to ice
 

Offline AL

  • Captain
  • **********
  • A
  • Posts: 561
  • Thanked: 18 times
Re: Ships
« Reply #81 on: June 18, 2016, 04:40:21 AM »
Ah, had some good memories from Freespace.
For your fighters, I would suggest dropping the laser wavelength tech right down (and re-stat your fire control accordingly) since 10cm lasers just don't have enough base range to make the modifiers worth the extra cost for just a few k km extra range. I guess at the stage you're at you probably won't be too concerned with the cost, but it does mean you can produce more of those fighters in a given time-frame.
Also, do you have any particular reasons why you used 2x 50% size lasers instead of a single full-size (and ROF 5) laser? I've been thinking about this one somewhat and don't really have any good arguments either way.
 

Offline ChildServices

  • Hegemon
  • Sub-Lieutenant
  • ******
  • Posts: 140
  • Thanked: 10 times
Re: Ships
« Reply #82 on: June 18, 2016, 06:48:13 PM »
Also, do you have any particular reasons why you used 2x 50% size lasers instead of a single full-size (and ROF 5) laser? I've been thinking about this one somewhat and don't really have any good arguments either way.
I'm mostly trying to make sure my ships have the guns that they're meant to in Freespace. It has two lasers because the GTF Valkyrie (which is supposed to be based on the Angel) has 4 weapon slots. In the tech room it says "It has two additional engines, as well as an additional set of primary hardpoints.". I figured "additional set" meant that the original Angel had 2 guns.

Of course, one exception is that if a ship has Terran Turrets I'm giving it missile batteries instead (like I did on the Fenris), because Terran Turrets suck.
« Last Edit: June 18, 2016, 06:53:22 PM by ChildServices »
Aurora4x Discord: https://discordapp.com/invite/Q5ryqdW

Cold as steel the darkness waits, its hour will come
A cry of fear from our children, worshipping the Sun
Mother Nature's black revenge, on those who waste her life
War babies in the Garden Of Eden, she'll turn our ashes to ice
 

Offline MarcAFK

  • Vice Admiral
  • **********
  • Posts: 2005
  • Thanked: 134 times
  • ...it's so simple an idiot could have devised it..
Re: Ships
« Reply #83 on: June 25, 2016, 12:35:13 PM »
Heres some astoundingly bad designs from my newly started Federation campaign, it seems nobody told Starfleet that a jack-of-all-trades vessel is actually a master of none. Well except for the vulcans, but they wanted no weapons on board at all so screw those guys.
First up is the NX Alpha, a simple vessel meant to test the soundness of the newly developed Warp(jump) drives, it also has basic grav sensors to test the effect that warp travel has on the calibration of sensitive equipment, the class can easily be refit with geological sensors to survey the rest of the solar system.
Code: [Select]
NX-Alpha class Prototype    1,000 tons     26 Crew     181.4 BP      TCS 20  TH 16  EM 0
800 km/s    JR 1-50     Armour 1-8     Shields 0-0     Sensors 1/1/1/0     Damage Control Rating 1     PPV 0
Maint Life 10.45 Years     MSP 113    AFR 8%    IFR 0.1%    1YR 2    5YR 28    Max Repair 100 MSP
Intended Deployment Time: 24 months    Spare Berths 0   

Class 5 Warp Drive J1000(1-50) Initial Prototype     Max Ship Size 1000 tons    Distance 50k km     Squadron Size 1
016 EP NT Class Impulse Drive (1)    Power 16    Fuel Use 54.95%    Signature 16    Exp 8%
Fuel Capacity 135,000 Litres    Range 44.2 billion km   (639 days at full power)

Gravitational Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

Next is the Discovery class, the lead ship of which is the NX-01 enterprise commanded by Captain Jonathan Archer, tasked with exploring the local star cluster, to seek out new life and civilisations, and to go where no man has gone before, at least as far as fuel supplies, maintenance and crew morale last.
Code: [Select]
Discovery class Research Vessel    24,000 tons     695 Crew     3377 BP      TCS 480  TH 200  EM 600
833 km/s    JR 3-50     Armour 2-74     Shields 20-300     Sensors 50/50/2/2     Damage Control Rating 32     PPV 39
Maint Life 2.96 Years     MSP 2935    AFR 209%    IFR 2.9%    1YR 499    5YR 7481    Max Repair 925 MSP
Intended Deployment Time: 36 months    Flight Crew Berths 1   
Hangar Deck Capacity 250 tons     Magazine 168    Cryogenic Berths 400   

Class 5 Warp Drive J24000(3-50)     Max Ship Size 24000 tons    Distance 50k km     Squadron Size 3
200 EP NT Class Impulse Drive (2)    Power 200    Fuel Use 28.62%    Signature 100    Exp 8%
Fuel Capacity 1,400,000 Litres    Range 36.7 billion km   (509 days at full power)
Alpha R300/240 Shields (20)   Total Fuel Cost  200 Litres per hour  (4,800 per day)

10cm C1 Infrared Phase Cannon (3)    Range 30,000km     TS: 1250 km/s     Power 3-1     RM 1    ROF 15        3 1 1 0 0 0 0 0 0 0
27 Ghz Comms Array (2)    Range 15,000km     TS: 1250 km/s     Power 3-1     RM 1.5    ROF 15        1 0 0 0 0 0 0 0 0 0
Comms Targeting Array 15-1250 (1)    Max Range: 30,000 km   TS: 1250 km/s     67 33 0 0 0 0 0 0 0 0
Phase Cannon FC 30-1250 (1)    Max Range: 60,000 km   TS: 1250 km/s     83 67 50 33 17 0 0 0 0 0
PWR A-18 Main Engine Core (1)     Total Power Output 18    Armour 0    Exp 5%

Size 6 Torpedo Launcher (4)    Missile Size 6    Rate of Fire 180
Torpedo Targeting Array FC106-R200 (1)     Range 106.1m km    Resolution 200
Size 6 Spatial Torpedo  (28)  Speed: 4,600 km/s   End: 256.4m    Range: 70.8m km   WH: 6    Size: 6    TH: 15/9/4

Active Gravimetric Sensor MR84-R200 (1)     GPS 24000     Range 84.9m km    Resolution 200

Soon to be joined by the Columbia, and Challenger in its bold campaign of discovery.
And finally there is the Constellation class freighters, an ancient but proven reliable design using obsolete chemical engines, 2 are currently in service running infrastructure and colonists to the Nascent martian colony. Many of it's sensor and computer systems are modern designs, shared even with the state of the art Enterprise.
Code: [Select]
Constellation class Colony Ship    40,000 tons     806 Crew     1626.5 BP      TCS 800  TH 75  EM 0
93 km/s     Armour 1-104     Shields 0-0     Sensors 50/50/0/0     Damage Control Rating 49     PPV 6
Maint Life 6.9 Years     MSP 1991    AFR 328%    IFR 4.6%    1YR 73    5YR 1094    Max Repair 50 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 2   
Hangar Deck Capacity 250 tons     Cargo 15000    Cryogenic Berths 30000    Passengers 250    Cargo Handling Multiplier 5   

025 EP Chemical Rocket Engine (3)    Power 25    Fuel Use 49.41%    Signature 25    Exp 25%
Fuel Capacity 300,000 Litres    Range 2.7 billion km   (337 days at full power)

27 Ghz Comms Array (2)    Range 15,000km     TS: 1250 km/s     Power 3-1     RM 1.5    ROF 15        1 0 0 0 0 0 0 0 0 0
Comms Targeting Array 15-1250 (1)    Max Range: 30,000 km   TS: 1250 km/s     67 33 0 0 0 0 0 0 0 0
PWR A2 Engine Core (1)     Total Power Output 2    Armour 0    Exp 5%

Hazard Avoidance Sensor MR1-R1 (1)     GPS 20     Range 1,000k km    MCR 109k km    Resolution 1
Thermionic Sensor TH10-50 (1)     Sensitivity 50     Detect Sig Strength 1000:  50m km
Gravimetric Sensor EM10-50 (1)     Sensitivity 50     Detect Sig Strength 1000:  50m km

Strike Group
1x Comet Courier   Speed: 200 km/s    Size: 5

This design is classed as a Military Vessel for maintenance purposes
Not a stellar design (pun intended), but for the short hop delivering infrastructure between earth and mars it's good enough.
I'm sure as the campaign develops humanity will realise that that warships need to carry rather more firepower, and survey ships should be swifter, longer ranger and more covert, but we'll see.

Edit: I've changed the Constellation class design from the original 5 hold cargo ship design to an equal cargo and colonist design which is more logical from a colonisation standpoint.
« Last Edit: June 28, 2016, 07:24:59 AM by MarcAFK »
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline ChildServices

  • Hegemon
  • Sub-Lieutenant
  • ******
  • Posts: 140
  • Thanked: 10 times
Re: Ships
« Reply #84 on: June 26, 2016, 06:30:49 PM »
It's gonna be great once you reach the tech level you need to create the Defiant. Wasn't there a thread on the Starfleet approach to ship design awhile ago?
Aurora4x Discord: https://discordapp.com/invite/Q5ryqdW

Cold as steel the darkness waits, its hour will come
A cry of fear from our children, worshipping the Sun
Mother Nature's black revenge, on those who waste her life
War babies in the Garden Of Eden, she'll turn our ashes to ice
 

Offline MarcAFK

  • Vice Admiral
  • **********
  • Posts: 2005
  • Thanked: 134 times
  • ...it's so simple an idiot could have devised it..
Re: Ships
« Reply #85 on: June 27, 2016, 01:09:33 AM »
The idea isn't to create terrible warships, but rather to create more interesting scout ships. Easier to detect though, also I seem to have forgotten to use thermal shielding on the Discoery class, but did use it on the Freighters? *shrug* Its going to be interesting when I go to war, since every warship must use its own jump engine, i'll also try to maintain the idea of the flagship design being an explorer rather than a pure warrior.
If I can maintain a consistently high tech level It should be fine, speed is probably what's needed the most to run from anything truely nasty. Fuel supplies are going to be a constant problem though with the entire fleet needing jump engines, heavy science or other redundant systems, and high speed.
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Iranon

  • Guest
Re: Ships
« Reply #86 on: June 27, 2016, 02:32:26 AM »
Making something terrible is rarely the aim, but I find the wasteful designs that only work because they're generally the most technological advanced of the regulars fits the Federation.
Inefficient, usually incompetent, often hypocritical, careless with everyone's lives but always projecting an air of genteel superiority.
 

Offline iceball3

  • Captain
  • **********
  • Posts: 454
  • Thanked: 47 times
Re: Ships
« Reply #87 on: June 27, 2016, 01:23:47 PM »
The idea isn't to create terrible warships, but rather to create more interesting scout ships. Easier to detect though, also I seem to have forgotten to use thermal shielding on the Discoery class, but did use it on the Freighters? *shrug* Its going to be interesting when I go to war, since every warship must use its own jump engine, i'll also try to maintain the idea of the flagship design being an explorer rather than a pure warrior.
If I can maintain a consistently high tech level It should be fine, speed is probably what's needed the most to run from anything truely nasty. Fuel supplies are going to be a constant problem though with the entire fleet needing jump engines, heavy science or other redundant systems, and high speed.
Speaking of which, do you have enough maintenance facilities for the Discovery? It might break down completely and explode if you don't.
 

Offline 83athom (OP)

  • Big Ship Commander
  • Vice Admiral
  • **********
  • Posts: 1261
  • Thanked: 86 times
Re: Ships
« Reply #88 on: June 27, 2016, 02:37:47 PM »
Speaking of which, do you have enough maintenance facilities for the Discovery? It might break down completely and explode if you don't.
MarkAFK usually plays with overhauls/maintenance off so there is that.
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline MarcAFK

  • Vice Admiral
  • **********
  • Posts: 2005
  • Thanked: 134 times
  • ...it's so simple an idiot could have devised it..
Re: Ships
« Reply #89 on: June 28, 2016, 12:54:31 AM »
I always play with them on, frequently I start with ships too big for what I have and watch them slowly fall apart as I field better ships.
This game is basically my standard low transNewtonian start. I start with conventional then add all precursor techs needed for basic weapons systems. In this case I have jump drive level 5 to start which slightly makes up for forcing myself to use them on all warship, additionally I started with a 1 slipway militarly shipyard and maintenance for the 40'000 ton conventional engines freighters, however I'm refusing to use that shipyard for warships, eventually when I upgrade those ships with real engines I'll switch the yard to commercial. The 24kton 2 slipway yard producing the discoverys will be the primary military yard. As well there's a 1000 ton ton single slipway yard set for making the probe. I'm meaning to post part 2 of the campaign but got bogged down as usual with role play.
Edit: oh that's weird, the design above doesn't show maintenence correctly. The ship has a 3 year maintenence life, notice it has almost 3000 MSP.
More maintenence supplies for the next vessels is actually a major expenditure.
Edit: Aha, I found the problem, in the ships tab the ship design display I copied from cuts out a bunch of data that the class design display tab actually shows, I've amended my original posts.
« Last Edit: June 28, 2016, 07:22:24 AM by MarcAFK »
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "